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  • Overflow on UILabels

    - by jkeesh
    I have a table view that I am customizing and I am adding a UILabel as a subview of the contentView, and I want the number of lines to be relatively consistent. I set the numberOfLines property to be 3 so it can't go more than that, but there are still some that overflow onto the 4th line. If it overflows, I want to add a a trailing ... How can I figure out if it overflows? I've tried truncating at different character counts of my string, but since I am using lineBreakMode = UILineBreakModeWordWrap the number of characters doesn't really predict the number of lines. Is there a way to find out the number of lines your UILabel is using?

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  • Setting Priorities on Bottons

    - by JONY
    Hello Android Developers, I am trying to figure out how to set priorities on imagebutton. I want to have a layout with a bunch of Icon or buttons that can be selected either by touch, radio, or checked box. As these images are selected they are set on queue to be displayed in order of Precedence. (that is to be pre-determined). The images are displayed once the main action button is touched. Any help will be greatly appreciated. Thank you,

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  • Invocation of ViewDidLoad after initWithNibName

    - by live2dream95
    It appears that ViewDidLoad() is sent to a ViewController only after its View is physically displayed (i.e. via NavigationController pushViewController), and not immediately after initWithNibName(). Is this a behavior I can rely on? I would like to get the chance to set the member variables of my view so that all the members are valid by the time ViewDidLoad() is invoked.

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  • Running out of memory with UIImage creation on an offscreen Bitmap Context by NSOperation

    - by sigsegv
    I have an app with multiple UIView subclasses that acts as pages for a UIScrollView. UIViews are moved back and forth to provide a seamless experience to the user. Since the content of the views is rather slow to draw, it's rendered on a single shared CGBitmapContext guarded by locks by NSOperation subclasses - executed one at once in an NSOperationQueue - wrapped up in an UIImage and then used by the main thread to update the content of the views. -(void)main { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc]init]; if([self isCancelled]) { return; } if(nil == data) { return; } // Buffer is the shared instance of a CG Bitmap Context wrapper class // data is a dictionary CGImageRef img = [buffer imageCreateWithData:data]; UIImage * image = [[UIImage alloc]initWithCGImage:img]; CGImageRelease(img); if([self isCancelled]) { [image release]; return; } NSDictionary * result = [[NSDictionary alloc]initWithObjectsAndKeys:image,@"image",id,@"id",nil]; // target is the instance of the UIView subclass that will use // the image [target performSelectorOnMainThread:@selector(updateContentWithData:) withObject:result waitUntilDone:NO]; [result release]; [image release]; [pool release]; } The updateContentWithData: of the UIView subclass performed on the main thread is just as simple -(void)updateContentWithData:(NSDictionary *)someData { NSDictionary * data = [someData retain]; if([[data valueForKey:@"id"]isEqualToString:[self pendingRequestId]]) { UIImage * image = [data valueForKey:@"image"]; [self setCurrentImage:image]; [self setNeedsDisplay]; } // If the image has not been retained, it should be released together // with the dictionary retaining it [data release]; } The drawLayer:inContext: method of the subclass will just get the CGImage from the UIImage and use it to update the backing layer or part of it. No retain or release is involved in the process. The problem is that after a while I run out of memory. The number of the UIViews is static. CGImageRef and UIImage are created, retained and released correctly (or so it seems to me). Instruments does not show any leaks, just the free memory available dip constantly, rise a few times, and then dip even lower until the application is terminated. The app cycles through about 2-300 of the aforementioned pages before that, but I would expect to have the memory usage reach a more or less stable level of used memory after a bunch of pages have been already skimmed at fast speed or, since the images are up to 3MB in size, deplete way earlier. Any suggestion will be greatly appreciated.

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  • Does the Fetch Request do the recommended batch faulting?

    - by dontWatchMyProfile
    I'm curious. Apple says in the docs: Core Data automatically fires faults when necessary (when a persistent property of a fault is accessed). However, firing faults individually can be inefficient, and there are better strategies for getting data from the persistent store (see “Batch Faulting and Pre-fetching with the SQLite Store”). NSFetchRequest has this feature: [fetchRequest setFetchBatchSize:20]; Is this essentially performing such a batch faulting like recommended? Just to make this clear for others, faulting does not mean "turning into a fault" but it means "materializing it", just like "making a Scooby-Doo out of it". Pretty ugly wording error, in my opinion, but it's at least consistent in the docs ;)

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  • EXC_BAD_ACCESS on startAsynchronous request using ASIFormDataRequest

    - by user280556
    I am getting EXC_BAD_ACCESS on the Line: [asiUsernameRequest startAsynchronous]; in this code. Spent hours trying to figure it out, but no solution. Any idea? NSString *usernameValue = (NSString*)usernameField.text; NSLog(@"username selected: %@", usernameValue); NSURL *url = [NSURL URLWithString:@"http://www.mywebsite.com/api/usernameCheck"]; //ASIHTTPRequest *request = [ASIHTTPRequest requestWithURL:url]; asiUsernameRequest = [[[ASIFormDataRequest alloc] initWithURL:url] retain]; [asiUsernameRequest setPostValue:usernameValue forKey:@"username"]; NSArray *objects = [NSArray arrayWithObjects:@"usernameCheck", nil]; NSArray *keys = [NSArray arrayWithObjects:@"action", nil]; asiUsernameRequest.userInfo = [NSDictionary dictionaryWithObjects:objects forKeys:keys]; [asiUsernameRequest setDelegate:self]; [asiUsernameRequest startAsynchronous];

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  • UITableViewCell repeating problem

    - by cannyboy
    I have a UItableview with cells. Some cells have uilabels and some have uibuttons. The UIbuttons are created whenever the first character in an array is "^". However, the uibuttons repeat when i scroll down (appearing over the uilabel).. and then multiply over the uilabels when I scroll up. Any clues why? My voluminous code is below: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { const NSInteger LABEL_TAG = 1001; UILabel *label; UIButton *linkButton; //NSString *linkString; static NSString *CellIdentifier; UITableViewCell *cell; CellIdentifier = @"TableCell"; cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; label = [[UILabel alloc] initWithFrame:CGRectZero]; [cell.contentView addSubview:label]; [label setLineBreakMode:UILineBreakModeWordWrap]; [label setMinimumFontSize:FONT_SIZE]; [label setNumberOfLines:0]; //[label setBackgroundColor:[UIColor redColor]]; [label setTag:LABEL_TAG]; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; NSLog(@"firstChar %@", firstChar); NSLog(@"before comparison"); if ([firstChar isEqualToString:@"^"]) { // not called NSLog(@"BUTTON"); //[label setFont:[UIFont boldSystemFontOfSize:FONT_SIZE]]; linkButton = [UIButton buttonWithType:UIButtonTypeCustom]; linkButton.frame = CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, 280, 30); [cell.contentView addSubview:linkButton]; NSString *myString = [paragraphs objectAtIndex:indexPath.row]; NSArray *myArray = [myString componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:@"*"]]; NSString *noHash = [myArray objectAtIndex:1]; [linkButton setBackgroundImage:[UIImage imageNamed:@"linkButton.png"] forState:UIControlStateNormal]; linkButton.adjustsImageWhenHighlighted = YES; [linkButton setTitle:noHash forState:UIControlStateNormal]; linkButton.titleLabel.font = [UIFont systemFontOfSize:FONT_SIZE]; [linkButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; [linkButton setTag:indexPath.row]; [linkButton addTarget:self action:@selector(openSafari:) forControlEvents:UIControlEventTouchUpInside]; //size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setBackgroundColor:[UIColor clearColor]]; [label setText:@""]; } cell.selectionStyle = UITableViewCellSelectionStyleNone; } else { label = (UILabel *)[cell viewWithTag:LABEL_TAG]; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; NSLog(@"firstChar %@", firstChar); NSLog(@"before comparison"); if ([firstChar isEqualToString:@"^"]) { NSLog(@"cell not nil, reusing linkButton"); linkButton = (UIButton *)[cell viewWithTag:indexPath.row]; } } if (!label) label = (UILabel*)[cell viewWithTag:LABEL_TAG]; NSString *textString = [paragraphs objectAtIndex:indexPath.row]; NSString *noAsterisks = [textString stringByReplacingOccurrencesOfString:@"*" withString:@""] ; CGSize constraint = CGSizeMake(CELL_CONTENT_WIDTH - (CELL_CONTENT_MARGIN * 2), 20000.0f); CGSize size; NSString *firstChar = [[paragraphs objectAtIndex:indexPath.row] substringToIndex:1]; //NSLog(@"firstChar %@", firstChar); if ([firstChar isEqualToString:@"^"]) { NSLog(@"BUTTON2"); if (!linkButton) linkButton = (UIButton*)[cell viewWithTag:indexPath.row]; linkButton = [UIButton buttonWithType:UIButtonTypeCustom]; linkButton.frame = CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, 280, 30); [cell.contentView addSubview:linkButton]; NSString *myString = [paragraphs objectAtIndex:indexPath.row]; NSArray *myArray = [myString componentsSeparatedByCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:@"*"]]; NSString *noHash = [myArray objectAtIndex:1]; [linkButton setBackgroundImage:[UIImage imageNamed:@"linkButton.png"] forState:UIControlStateNormal]; linkButton.adjustsImageWhenHighlighted = YES; [linkButton setTitle:noHash forState:UIControlStateNormal]; linkButton.titleLabel.font = [UIFont systemFontOfSize:FONT_SIZE]; [linkButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; [linkButton setTag:indexPath.row]; [linkButton addTarget:self action:@selector(openSafari:) forControlEvents:UIControlEventTouchUpInside]; size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setBackgroundColor:[UIColor clearColor]]; [label setText:@""]; } else if ([firstChar isEqualToString:@"*"]) { size = [noAsterisks sizeWithFont:[UIFont boldSystemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setFont:[UIFont boldSystemFontOfSize:FONT_SIZE]]; [label setText:noAsterisks]; NSLog(@"bold"); } else { size = [noAsterisks sizeWithFont:[UIFont systemFontOfSize:FONT_SIZE] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; [label setFont:[UIFont systemFontOfSize:FONT_SIZE]]; [label setText:noAsterisks]; } [label setFrame:CGRectMake(CELL_CONTENT_MARGIN, CELL_CONTENT_MARGIN, CELL_CONTENT_WIDTH - (CELL_CONTENT_MARGIN * 2), MAX(size.height, 20.0f))]; cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.accessoryType = UITableViewCellAccessoryNone; return cell; }

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  • How To Parse A Website?

    - by Jamie
    Hey I would like to build an app that could parse a website in order to get specific information. Specifically something that can parse http://www.fedex.com/Tracking?language=english&cntry_code=us&tracknumbers=681780934297262 for the important information. Is there a tutorial out there I could use.

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  • Apple AppStore approval - post iPad?

    - by BahaiResearch.com
    Has the appStore changed it's approval times? Before the iPad announcement we were getting approved in 2-3 days. After the announcement we're over a week and no sign of any approval on the horizon. Are there any changes in the xml plist for the app needed to improve approval times?

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  • Is there any reason why we don't use subclasses of UIImageView ?

    - by gotye
    Hey everyone, I am currently trying to create a subclass of UIImageView in order to make it download its image from server asynchronously ;) I tried to do it by myself but I haven't gone very far yet :D Anyway, I looked around here and found this : AsyncImageDownload I had a look at the code and the first which springs to mind is : why subclassing a UIView and not a UIImageView ?!? Any thoughts ? Cheers mates, Gotye.

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  • Custom Scrollbar for UITableView

    - by iFloh
    the iTunes song list display is a TableView that has a dotted scrollbar on the right which allows me to jump to a relative position of the list (i.e. if I click the bar at 2/3 down I am scrolled to the 66% position of the list. I want to do the same in my UITableView, but am not sure whether this is standard functionality that I can use (which class?) or whether this is a custom build ... If the latter, has someone got some samplecode that I could use as a template?

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  • Custom cell just failing

    - by ct2k7
    Hi, I'm trying to use a custom UITableViewCell, and I've placed it in the same nib file as the UITableView controller. For this, the files are: NTItems.h, NTItems.m and NTItems.xib. I have defined the cell in the header file: IBOutlet UITableViewCell *cellview; and I've correctly applied the property: nonatomic, retain so it's there. In the m file - I've synthesized the variable device and am using this to get the custom cell: if(cell == nil){ cell = self.cellview; } However, when I load the table, I get this horrible mess: There should be more than 1 cell showing data as well. On another note, how do I map the labels to the text which is to be displayed?

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  • continueTrackingWithTouch: withEvent: not being called continuously.

    - by Steven Noyes
    I have a very simply subclass of UIButton that will fire off a custom event when the button has been held for 2 seconds. To accomplish this, I overrode: // // Mouse tracking // - (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super beginTrackingWithTouch:touch withEvent:event]; [self setTimeButtonPressed:[NSDate date]]; return (YES); } - (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super continueTrackingWithTouch:touch withEvent:event]; if ([[self timeButtonPressed] timeIntervalSinceNow] > 2.0) { // // disable the button. This will eventually fire the event // but this is just stubbed to act as a break point area. // [self setEnabled:NO]; [self setSelected:NO]; } return (YES); } My problem is (this is in the simulator, can't do on device work quite yet) "continueTrackingWithTouch: withEvent:" is not being called unless the mouse is actually moved. It does not take much motion, but it does take some motion. By returning "YES" in both of these, I should be setup to receive continuous events. Is this an oddity of the simulator or am I doing something wrong? NOTE: userInteractionEnabled is set to YES. NOTE2: I could setup a timer in beginTrackingWithTouch: withEvent: but that seems like more effort for something that should be simple.

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  • Problems when handling orientation changes

    - by nixau
    Hi all, I need to handle orientation changes in my Android application. For this purpose I decided to use OrientationEventListener convenience class. But his callback method is given somewhat strange behavior. My application starts in the portrait mode and then eventually switches to the lanscape one. I have some custom code executing in the callback onOrientationChanged method that provides some additional UI handling logic - it has a few calls to findViewById. What is strange is that when switching back from landscape to portrait mode onOrientationChanged callback is called twice, and what's even worse - the second call is dealing with bad Context - findViewById method starts returning null. These calls are made right from the MainThread @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); listener = new OrientationListener(); } @Override protected void onResume() { super.onResume(); // enabling listening listener.enable(); } @Override protected void onPause() { super.onPause(); // disabling listening listener.disable(); } I've replicated the same behavior with a dummy Activity without any logic except for one that deals with orientation hadling. I initiate orientation switch from the Android 2.2 emulator by pressing Ctrl+F11 What could be wrong? Upd: Inner class that implements OrientationEventListener private class OrientationListener extends OrientationEventListener { public OrientationL() { super(getBaseContext()); } @Override public void onOrientationChanged(int orientation) { toString(); } } }

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  • How to load different XIBs for different device orientations for same viewcontroller?

    - by Jaanus
    The documentation says that if I want to support both portrait and landscape, I basically have two ways of doing that: Set up the viewcontroller's view so that the subviews autoresize correctly and make smaller changes programmatically at runtime If the changes are more substantial, create an alternative landscape interface and push/pop the alternative modal viewcontroller at runtime I would like to present the info where the layout is substantially different, but logic is the same. Ideally, I would load another XIB for the same viewcontroller, but it does not seem to be an option. Sounds like #2 is what I need to do, but my problem with that is that it sounds like it would use the standard modalviewcontroller animations that are nothing like the device rotation animation. (Of course, being the lazywebber that I am, I did not test this hypothesis.) So, how do I load an alternative layout for landscape with the same viewcontroller but different XIB? Should I use the method #2 above and is the rotation animation natural? Or is there some other way?

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  • What are the basics of dealing with user input events in Android?

    - by user279112
    Hello. I thought I had understood this question, but something is quite wrong here. When the user (me, so far) tries to press keys, nothing really happens, and I am having a lot of trouble understanding what it is that I've missed. Consider this before I present some code to help clarify my problem: I am using Android's Lunar Lander example to make my first "real" Android program. In that example, of course, there exist a class LunarView, and class nested therein LunarThread. In my code the equivalents of these classes are Graphics and GraphicsThread, respectively. Also I can make sprite animations in 2D just fine on Android. I have a Player class, and let's say GraphicsThread has a Player member referred to as "player". This class has four coordinates - x1, y1, x2, and y2 - and they define a rectangle in which the sprite is to be drawn. I've worked it out so that I can handle that perfectly. Whenever the doDraw(Canvas canvas) method is invoked, it'll just look at the values of those coordinates and draw the sprite accordingly. Now let's say - and this isn't really what I'm trying to do with the program - I'm trying to make the program where all it does is display the Player sprite at one location of the screen UNTIL the FIRST time the user presses the Dpad's left button. Then the location will be changed to another set position on the screen, and the sprite will be drawn at that position for the rest of the program invariably. Also note that the GraphicsThread member in Graphics is called "thread", and that the SurfaceHolder member in GraphicsThread is called "mSurfaceHolder". So consider this method in class Graphics: @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { return thread.keyDownHandler(keyCode, msg); } Also please consider this method in class GraphicsThread: boolean keyDownHandler(int keyCode, KeyEvent msg) { synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) { player.x1 = 100; player.y1 = 100; player.x2 = 120; player.y2 = 150; } } return true; } Now then assuming that player's coordinates start off as (200, 200, 220, 250), why won't he do anything different when I press Dpad: Left? Thanks!

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  • How to hide the label (CCLabel) after a certain time in cocos2d ?

    - by srikanth rongali
    I added a label by using CCLabel to my layer. Now I want it do disappear after some time like (2sec). How can I make it to disappear? CCLabel *labelPerfectDraw = [CCLabel labelWithString:@"Perfect Draw" fontName:@"Marker Felt" fontSize:30 ]; labelPerfectDraw.color = ccc3(0x00, 0x00, 0xff); labelPerfectDraw.position = ccp(windowSize.width/2, windowSize.height/2+80); [self addChild:labelPerfectDraw]; I added label in above way. Please give me the idea how can I work on it?

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  • UPDATE MKANNOTATION COORDINATES

    - by user345711
    Hi everyone, i'm having problems trying to update an annotation location with different coordinates. Is there any way I can change de location property without having to create another annotation? I've tried the code below with no luck. The annotation i'm trying to get is not updating its location. Please help! CLLocationCoordinate2D location; location.latitude = -36.560976; location.longitude = -59.455807; for (id annotation in self.mapView.annotations) { if ([annotation isKindOfClass:[MyAnnotation class]]) { [annotation setCoords:location]; //setCoords is defined in MyAnnotation class } } Thank you all!

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  • Objective C: CoreData and aggregation

    - by Ralf
    Given a CoreData-Entity with an date (days) and an ammount called Transaction. Is it with CoreData possible (and how) to aggregate/group the 'table' (with all Transactions) by Date and calculate the sum of the day in a second column/attribute? (the SQL-Solution would be SELECT date, sum(ammount) FROM transaction GROUP BY date)

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  • How do I start up an NSRunLoop, and ensure that it has an NSAutoreleasePool that gets emptied?

    - by Nick Forge
    I have a "sync" task that relies on several "sub-tasks", which include asynchronous network operations, but which all require access to a single NSManagedObjectContext. Due to the threading requirements of NSManagedObjectContexts, I need every one of these sub-tasks to execute on the same thread. Due to the amount of processing being done in some of these tasks, I need them to be on a background thread. At the moment, I'm launching a new thread by doing this in my singleton SyncEngine object's -init method: [self performSelectorInBackground:@selector(initializeSyncThread) withObject:nil]; The -initializeSyncThread method looks like this: - (void)initializeSyncThread { self.syncThread = [NSThread currentThread]; self.managedObjectContext = [(MyAppDelegate *)[UIApplication sharedApplication].delegate createManagedObjectContext]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; [runLoop run]; } Is this the correct way to start up the NSRunLoop for this thread? Is there a better way to do it? The run loop only needs to handle 'performSelector' sources, and it (and its thread) should be around for the lifetime of the process. When it comes to setting up an NSAutoreleasePool, should I do this by using Run Loop Observers to create the autorelease pool and drain it after every run-through?

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  • Random number generation

    - by Chandan Shetty SP
    I am using below code to generate random numbers in range... int randomNumberWithinRange(int min,int max) { int snowSize = 0; do { snowSize = rand()%max; } while( snowSize < min || snowSize > max ); return snowSize; } for(int i = 0; i < 10 ; i++) NSlog("@"%d",\t", randomNumberWithinRange(1,100)); If I quit my application and restart, same set of numbers are generated. How to generate different set of random numbers for every launching.

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